Add next event estimation
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13 changed files with 317 additions and 21 deletions
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@ -1,3 +1,4 @@
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pub mod depth_renderer;
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pub mod next_event_estimation;
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pub mod path_tracer;
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pub mod path_tracer_importance;
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102
ray-tracing-renderer/src/next_event_estimation.rs
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102
ray-tracing-renderer/src/next_event_estimation.rs
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@ -0,0 +1,102 @@
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use ray_tracing_core::{camera::Camera, prelude::*, renderer::ClassicalRenderer, scene::Scene};
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use std::marker::PhantomData;
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pub struct NextEventEstimation<R>
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where
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R: Rng,
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{
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width: u32,
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height: u32,
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rng: PhantomData<R>,
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}
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impl<R> NextEventEstimation<R>
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where
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R: Rng,
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{
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pub fn new(width: u32, height: u32) -> Self {
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Self {
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width,
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height,
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rng: PhantomData {},
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}
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}
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}
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impl<S, C, R> ClassicalRenderer<R, S, C> for NextEventEstimation<R>
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where
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S: Scene<R>,
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C: Camera<R>,
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R: Rng,
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{
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fn render_pixel(&self, scene: &S, camera: &C, x: u32, y: u32, rng: &mut R) -> Color {
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let mut sum = Color::black();
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let mut alpha = Color::white();
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let mut r = camera.forward(x, y, rng);
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let mut count = 0;
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while let Some(i) = scene.intersect(r, 0.001, Float::INFINITY) {
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let frame = i.tangent_frame();
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let intersect_pos = r.at(i.t());
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let w_in = frame.to_frame(-r.dir());
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if let Some(light) = i.light() {
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if count == 0 {
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sum += alpha * light.emit(w_in, rng);
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}
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}
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let w_out = if let Some(material) = i.material() {
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if let Some(l) = scene.sample_light(w_in, &i, rng) {
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let light_frame = l.tangent_frame();
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let light_dir = l.pos() - intersect_pos;
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let light_ray = Ray::new(intersect_pos, light_dir.normalize(), r.time());
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if scene
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.intersect(light_ray, 0.001, light_dir.length() - 0.001)
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.is_none()
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{
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let g = (Dir3::dot(i.normal(), light_dir.normalize())
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* Dir3::dot(l.normal(), -light_dir.normalize()))
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/ light_dir.length_squared();
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sum += alpha
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* g
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* material.eval(w_in, frame.to_frame(light_dir.normalize()), rng)
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* l.light()
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.emit(light_frame.to_frame(-light_dir.normalize()), rng)
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/ l.pdf();
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}
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}
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let sample_result = material.sample(w_in, rng);
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alpha *= sample_result.color();
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sample_result.w_out()
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} else {
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return sum;
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};
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r = Ray::new(r.at(i.t()), frame.to_world(w_out), r.time());
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count += 1;
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if count > 4 {
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break;
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}
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}
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sum
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}
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fn width(&self) -> u32 {
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self.width
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}
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fn height(&self) -> u32 {
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self.height
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}
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}
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